Trickster Escape: When the Yule Lad takes damage, it can use its reaction to Disengage and move up to half its speed.
Mischief Aura: Creatures within 10 feet of the Yule Lad must succeed on a DC 13 Wisdom saving throw or have disadvantage on their next attack roll as they are distracted by the Lad’s antics.
Outsize Strength. While grappling, the Yule Lad is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Multiattack. The Yule Lad makes three attacks with its Slapstick.
Slapstick Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Frosty Trick (Recharge 5-6): The Yule Lad throws a snowball imbued with magic. Each creature in a 10-foot radius must succeed on a DC 13 Dexterity saving throw or take 6 (2d6) cold damage and be blinded until the end of their next turn.
Boot to the Head. The yule Lad moves up to its speed to a creature it can see and kicks with its frosty boots. The target must succeed on a DC 14 Dexterity saving throw or take 12 (2d4 + 4) bludgeoning damage and be knocked prone.
Description
The Yule Lads are the sons of Grýla and Leppalúði. They are a group of 13 mischievous pranksters who steal from or harass the population, and all have descriptive names that convey their favorite way of harassing. They come to town one by one during the last 13 nights before Yule. They are said to leave small gifts in shoes that children have placed on window sills, but if the child has been disobedient, they instead leave a rotten potato in the shoe.
The Yule Lad uses Frosty Trick and their Mischief Aura to cause chaos, then attempt to escape when the party gains the upper hand.







Comments